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Updates in February!

For those of you posting and playing, we can't thank you enough! We've got a bunch of fixes, updates and content added since we went live on Early Access. The good news is that we've got so much more coming down the pipeline!

Herein listed is what all has been updated since the last Announcement:

+Fixed issue at the end of the prologue where soldiers were set to hold fire by default and enemies weren't targetable.

+Fixed issue where player could select soldiers when they weren't supposed to during the prologue.

+Fixed issue where soldiers wouldn't shoot while sweeping.

+Fixed signal flare not properly showing as a consumable tactic with a count number.

+Fixed bug with Prologue where the player could set vision angles for the current spot of the selected soldier when he or she shouldn't be able to.

+Fixed bug where tactics that were cooling down could still be used through the Use Item/Tactic option.

+When assigning multiple targets to a soldier, only the currently active one shows as a strong red - the others are more faded out.

+Added bindable keys for Keyboard+Mouse users. While there is currently no

+UI to change them, a config file (KbmControls.ini) is created in

+Documents/SavedGames/DEADline after launching the game once. This file contains further instructions for changing control layouts.

+Added an additional method for panning the camera during command mode, which can be done by holding down middle mouse and dragging the cursor.

+Removed the option to shove in action mode, since it was useless.

+If using keyboard and mouse, holding down the left mouse button in action mode now moves your leader in the direction of the cursor as an alternative to movement keys.

+Button helpers at the bottom of the in-game menus are now clickable.

+Backspace now can be used to cancel last tactic.

+Paths drawn for soldiers don’t clip with the environment as often as they used to - the lines are drawn are raised slightly.

+Fixed issue where sometimes your soldiers would block each other's movement.

+Clickable things in the in-game menus now have blue color when hovered over with the mouse.

+After Action Report popup added after encounter resolution.

+Fixed issue with the shortcut options removing an extra item if a consumable option was used there.

+Human enemies now reevaluate their targets more often and are less likely to target someone already targeted.

+Fixed invalid door options showing as red instead of greyed out when showing keyboard controls.

+Fixed memory leak that had to do with switching guns or changing soldier in squad creation.

+Added checks to prevent loot from going to unreachable spots.

+When opening doors soldier should no longer shoot while still opening the door.

+When trying to shoot and there is no ammo to refill with, a soldier will switch to his secondary weapon.

+When going to the safehouse, soldiers who are revived no longer float in the air.

+Three new characters to meet, each offering an optional side mission.

+Some mission names and character dialogues have been modified.

+Fixed issue where enemies spawned inside of fog of war wouldn’t activate sometimes.

+Enemies are now spawned more efficiently (Improvement)

+Roamers have a targeting fix that makes them follow players better (Bug Fix)

+Fixed issue where soldiers would move to the opposite side of obstacles from the leader when following. (Bug Fix)

+Now, when soldiers are following a leader that is aiming, they will aim as well.

+Lowered costs of all skills. (Balance)

+Equalized skill point gain to one point per level (was previously 2 points per level after level 15). (Balance)

+Fixed a small issue with player AI characters aiming (Bug Fix)

+Improved enemy pathing

+Increased the speed with which the player can move and zoom the big overview map.

+Added doors to the minimap

+Added loot, med, and explosives crates to the minimap.

+Added ammo crates to the minimap.

+Fixed a bug with keybinding on OSX.

+Revised urban hub map (both megamap and minimap) - should be much more clear and easy to read now.

+Fixed a bug that would sometimes prevent talking to NPCs multiple times without entering command mode.

+Full Heal now has cooldown and uses a medkit

+Picking up scrap no longer leaves a gun model floating in the air. (Bug Fix)

+Fixed urban quest bug that prevented players from breaching the police station gate. (Bug, Fix)

+Added encounter system to dungeons. (Addition)

+Added Sewer dungeon. It isn’t currently tied to the main quest, but will be in a subsequent update. It is accessible either by finding the manhole in the north-east section of the map, or in Challenge Mode. It has been added to the pool of possible dungeons you can go to right now, which is currently Office and Sewers. (Addition)

+Changed the way the encounter in the rescue the supply runner mission is triggered so that it will trigger reliably (Bug Fix)

+Added a new side-mission that becomes available later during the critical path missions (Addition)

+Dead soldiers now show as red skulls on the minimap.

+Consumables such as grenades can now be thrown over taller objects such as standard size cars.

+Fixed issue where sometimes visuals or highlights for a tactic would stick around when the tactic completed or was canceled.

+Fixed issue on menu and loading screen where the edges of the screen would flip out or display leftover screen elements on non-16:9 resolutions.

+Mk-46 no longer has bizzare reload animation.

+In the Urban Hub, police station barricade state (blown up or not) now sustains when scene is reloaded.

+May have fixed issue with rushers running into a wall and never chasing soldiers after spawning in.

+Changed menu hover highlights to orange.

+Tweaked some visuals on the main menu.

+Changed the spacing and font size for tabbed menu headings.

+Added glow behind tabbed menu headings.

+Fixed the item/tactic use menu to actually show a description of the selected item.

+Made the loading screen tip text not stretch out the whole length of the screen - it'll now spread the text across multiple lines.

+When a radial menu tactic option is highlighted in command mode, it now displays a description of the tactic.

+The item/tactic use menu will now change the tactic description to match the hovered over element rather than just what is selected.

+Added gradient to the loading screen background

+Fixed an issue with Rushers following their target if they could not see them

+Cleaned up localization across project.

+Re-added rising out of ground enemies for certain points. Isn’t complete visuals-wise, and isn’t implemented through all available areas yet.

+Ladders in the Sewer are now usable, and pathfinding is improved.